Comments

I agree, oomph is good, crazy angles not so good, but i like how when the girl attacks, the enemies scater a bit! that right there makes it a bit more life like. but yeah, some movement to make things more fluid when they're just standing there would be cool, set it apart from final fantasy.

Not bad. My advice is to tone﻿ it down just a bit on all those crazy camera angles and give the characters more movement when you're choosing what to do - it all looks so stiff. I know it's still early but just a suggestion. Hits also need to have more "oomph" to them.

@Joshuah- You guys asked for in game battle, and we were obliged to deliver, glad you like it!

@Joseph Acosta- The font is just temporary right now as well as the music. All music created will be uniquely for Kitaru. The animations will get smoother as we progress, as well as with assistance from some mobcap work, but we were in high demand for in game battle sequences, and wanted to give you guys the very first inside look. Glad you love the landscape and the ATB queue, Ben has worked really hard on those the past few weeks and we love the positive feed back from our backers. Thank you guys so much, and as always, thank you for your continued support!

I understand that this is on a phone so I won't hit it too hard, but:
-Character panel actually looks pretty good! That font looks a little too rusty and 'pops' a little too much for my taste, though. The shape, portrait and size are just right!
-Understandably due to the early version of the battle system the animations are pretty choppy, but there's also very little sense of impact and the slice's 'chop' noise sounds a little... flat.
-The music I'm assuming is probably not the actual battle music. We don't need high-pumped fare, but it's lacking the 'presence' of actual fight music.
-The immediate area looks gorgeous.
-The ATB queue in the left seems AMAZING. Don't you even DARE mess that up, it is the shining star of your gameplay.